Christina Meyer, “Technology – Economy – Mediality”

YellowKid-1897

Abstract for Christina Meyer’s talk at the symposium “Imagining Media Change” (June 13, 2013, Leibniz Universität Hannover):

Technology – Economy – Mediality: Nineteenth Century American Newspaper Comics

Christina Meyer

In my talk I will focus on one of the first serialized, colored comic figures of the late nineteenth century, which appeared in two competing New York newspapers (The World and the New York Journal): Mickey Dugan, better remembered as the Yellow Kid. This kid was one of the first successfully marketed, iconic comic figures to which the public was introduced, and whose adventures it encountered over a 5-year period (1893-1898). The Yellow Kid had not only a place, and served diverse functions, within the Sunday comic supplements – as a protagonist in the comic pages, as a want-ads promotional device, and as a front-page filler – but also ‘outside’ of them, in the form of all kinds of merchandise products, advertising, poster and billboard ‘sign,’ and as a name-giver for, or rather protagonist in, songs and theater plays (among other things). The Yellow Kid was a commodified ware to be purchased and collected in all kinds of forms. There were, among other things, Yellow Kid candy, chewing gum pets, Yellow Kid pin-back buttons (often giveaways distributed by tobacco companies that used the Yellow Kid to introduce and sell a new cigarette brand), wooden cigar boxes, numerous tins (in different sizes, and designed for all kinds of purposes), puzzles, dolls, and many more things. What interests me about the Yellow Kid, and what makes this comic figure a relevant research topic for this symposium, are precisely these ‘border-crossings’ or transitions, from one (carrier) medium to another and the effects these changes generate. One line of argumentation I wish to pursue in my talk is that the merchandising of the Yellow Kid is a narrative moment in itself, which is also, self-reflexively, commented upon in the Yellow Kid newspaper comic pages.

Ilka Brasch, “The Operational Aesthetic as a Receptive Mode”

operational_aesthetic

Abstract for Ilka Brasch’s talk at the symposium “Imagining Media Change” (June 13, 2013, Leibniz Universität Hannover):

Facilitating Media Change: The Operational Aesthetic as a Receptive Mode

Ilka Brasch

When the Scientific American published Eadweard Muybridge’s famous photographs of a horse in motion on October 19th, 1878, the magazine advised its readers to cut the images and mount them into the drum of a zoetrope. By means of this nineteenth-century optical toy, the readers could then prove whether Muybridge’s photographs really did depict the movement of a horse during gallop (Newhall 43). In addition to being one historical instance of media change, the example describes an engagement with media that exceeds a simple acknowledgment of mediated content. The tinkerer’s play with technology, I argue, relates back to what Neil Harris termed the operational aesthetic: a critical engagement with the nature and structure of an artifact, which then allows for the observer to judge about its truth value (Harris 79).

Tracing the history of a critical engagement with developing machines, or ‘new media’, since the 1840s, I will establish the operational aesthetic as a particular mode of engagement with media. That receptive mode then influenced the ways in which tinkerers, operators, or spectators experienced media change. Although media change itself impacts the operational aesthetic, that particular receptive mode also impacts the engagement with ‘new media’. As a final step, I will consider how the operational aesthetic influenced, and was changed itself, during the spectators’ engagement with silent film serials up to the 1920s. All in all, the presentation will serve to offer the operational aesthetic as one way of imagining media change.

Harris, Neil. Humbug: The art of P. T. Barnum. Chicago: The University of Chicago Press, 1973.

Newhall, Beaumont. “Photography and the Development of Kinetic Visualization” Journal of the Warburg and Courtauld Insitutes, 7 (1944): 40-45.

Alexander Starre, “Evolving Technologies, Enduring Media”

uzanne_end_of_books

Abstract for Alexander Starre’s talk at the symposium “Imagining Media Change” (June 13, 2013, Leibniz Universität Hannover):

Evolving Technologies, Enduring Media: Material Irony in Octave Uzanne’s “The End of Books”

Alexander Starre

In the electric shockwaves sent through the United States by the World’s Columbian Exhibition of 1893, the French writer and publisher Octave Uzanne appeared to have lost his belief in the future of the book. As a reporter for Le Figaro, Uzanne spent three months touring the country, meeting President Grover Cleveland and inventor Thomas Edison, besides strolling the fairgrounds in Chicago. After his visit, he published the short story “The End of Books” in Scribner’s Magazine in 1894, which depicts a future in which books have been replaced by the phonograph. In the seminal volume Rethinking Media Change (ed. David Thorburn and Henry Jenkins), Priscilla Coit Murphy reads “The End of Books” as an exuberant embrace of new media. This paper aims to complicate Murphy’s analysis through a materialist perspective on Uzanne’s text as a historical artifact. “The End of Books” does not unfold its full complexity in the English text printed in Scribner’s. The French version “La fin des livres”, which forms part of the collection Contes pour les bibliophiles (1895), exposes the material irony embedded in the text. Octave Uzanne’s relationship to technology was strikingly ambivalent and manifested larger shifts in networks of communication and cultural distinction. While he was fascinated by new electro-mechanical inventions, his ultimate goal was to improve the quality of printed artifacts. From this peculiar case, my paper will extract several theoretical implications for current debates in media studies and book history.

Felix Brinker, “On Popular Seriality, Operational Aesthetics, and Audience Productivity”

poetics_of_politics_poster

On Friday, June 21, 2013, Felix Brinker will be speaking about “The Politics of Long-Form Storytelling in Contemporary American Serial Television” at the “Poetics of Politics” conference in Leipzig. Felix’s talk builds upon recent work he’s been doing in the context of his dissertation project and related talks (for example, at the recent “It’s Not Television” conference in Frankfurt). Here is a preview of the upcoming talk:

The Politics of Long-Form Storytelling in Contemporary American Serial Television: On Popular Seriality, Operational Aesthetics, and Audience Productivity

Felix Brinker

The turn of American prime-time television dramas towards increasingly serialized storytelling during the last two decades seems to have coincided with an explicit politicization of their content. Especially shows discussed under the label of ‘Quality TV’ have been repeatedly celebrated and/or dismissed for their openly political agenda – be it for their engagement with the anxieties connected to the ‘War on Terror’ and the nebulous practices of intelligence agencies (as on Rubicon, Homeland and 24), or for attempts to tackle the social ills of contemporary urban America (as on The Wire or Breaking Bad). At the same time, other popular programs that at first glance seem to background political concerns in favor of more ‘escapist’ content (e.g. mystery-centric science-fiction or fantasy shows like Battlestar Galactica, Fringe, or Heroes) increasingly engage with matters of power, politics, and political intrigue and develop these motifs in ongoing storylines. While recent cultural and media studies publications on these phenomena have easily connected this renewed interest in political subject matters to the emergence of what Jason Mittell has termed ‘narratively complex television’ – that is, a (by now pervasive) shift in emphasis away from episodically contained storylines towards an ongoing serial narration that allows contemporary programming to construct richly furnished, expansive storyworlds and thus (among other things) opens up new possibilities for representing the complexities and intricacies of political systems and processes – less attention has so far been paid to the political dimensions of the increasingly active audience practices invited by such programming, and to the social aspects of popular seriality itself.

Located firmly within the competitive media environment of the convergence era, complex television series seek to engage their audiences in practices that extend well beyond ‘passive’ reception, and encourage them to become culturally and textually productive by participating in the discussion, interpretation and analysis of their favorite programs in dedicated online forums. Therefore, my paper argues that the political significance of narratively complex serial television manifests itself less on the level of content than on the level of form: By inviting their viewers to parse the complicated unfoldings of  narratives across longer periods of time, as well as across different media formats and paratexts, contemporary prime-time dramas ask their audiences to dedicate a considerable amount of their time to the engagement with a serially expanding text. By doing so, narratively complex serials not only ask their viewers to engage in cognitively challenging and time-consuming reception practices, but also inspire them to engage in the laborious creation of unofficial paratexts (such as wikis, blogs, and fansites) which chart the developments of storylines and characters – paratexts that serve both to render the increasingly complicated narratives accessible and as ‘free’ promotional materials that ensure the cultural visibility of these programs. These shows therefore thrive on the ‘free’ (i.e. unpaid) work of their viewers and employ it to secure their own continued serial proliferation. Drawing on recent conceptualizations of popular seriality that understand the active participation of audiences as an activity that is integral to the economic viability serial storytelling in general, as well as on post-operaist takes on immaterial labor as the predominant form of work in post-industrial societies, my paper argues that the contemporary centrality of such ‘participatory’ practices marks a profound shift in the relationship between work and leisure (or between recreational activity and professional media use) that coincides with the digitalization of our media environment.

To make its argument, my paper will take a closer look at contemporary serial dramas like HomelandThe Wire, and House of Cards, and identify the textual strategies by which these shows encourage a particularly active audience behavior. Drawing on Neil Harris’s concept of the ‘operational aesthetic’, I argue that especially moments of formal/medial and thematic self-reflexivity – that is, moments in which these series thematize, demonstrate, and comment both on the operations of the serial text and on the logics of the diegetic events it narrates – constitute central fulcra for facilitating the audiences’ ongoing and sustained engagement with serial television narratives. By repeatedly producing such moments of non-alienating self-reflexivity – for example in scenes in which a show asks their viewers to ‘recall’ events from earlier episodes and visualizes this by having its characters use diegetic media technologies – complex television dramas manage to call attention to the logics of their own narrative operations and suggest a particular, preferred way of engaging with the text without detracting from the story that is being being told. At the same time, I argue, these moments become productive for the representations of political systems and processes, since they usually also serve to thematize diegetic logics, processes, and chains of cause and effect. Such instances of formal and thematic self-reflexivity thus constitute moments in which the serial logics of narratively complex televisions shows are on display, and from which one could trace out the relationships between their representational politics and the politics of popular serial formats themselves.

Film Series on “Imagining Media Change” — Screening #3: Digital Short Films

On June 12, 2013 (6:00 pm in room 615, Conti-Hochhaus), the Initiative for Interdisciplinary Media  Research is proud to present the third installment of our ongoing series of film screenings, “Imagining Media Change.”  (See here for a flyer with more details about our film series and related events, and here for a description of the symposium that forms the conceptual centerpiece.)

http://www.youtube.com/watch?v=ylu-uCR4ZZI

In a departure from our usual format of screening feature-length movies, this time we will watch a handful of recent science-fiction-themed ‘digital’ short films –  among them Derek Van Gorder’s and Otto Stockmeier’s Kickstarter-funded short C (299,792 kilometers per second) (2013), Neill Blomkamp’s Alive in Joburg (2006) – the proof-of-concept for what became 2009’s District 9 –  and the first episode of RCVR (2011), a Motorola-sponsored Web-TV series released via Machinima.com and Youtube. All of these films – as products of a throughly digitalized media environment – not only point us to the various transformations connected to contemporary media change (from crowd-funding to the use of digital video and the viral distribution of content via online video sites); as science-fiction films, they are also centrally about futuristic and/or alien technology and present us with their own takes on media change.

As always, the screening is free and open for all! Finally, the films themselves are embedded here in case you can’t make it.

Popular Seriality: June 6 – 8, 2013

Popular_Seriality_Conference_Poster

Above, the wonderful poster for the upcoming “Popular Seriality” conference in Göttingen (June 6-8). Below, the final program.

More info about the conference can be found on the homepage of the DFG Research Unit “Popular Seriality: Aesthetics and Practice,” here.

[scribd id=143912998 key=key-1yli3a1asrohkfauh9xv mode=scroll]

Video: Animation as Theme and Medium — Frankenstein and Visual Culture

Above, you’ll find a video presentation of my talk, “Animation as Theme and Medium: Frankenstein and Visual Culture,” which I gave on April 20, 2013 at Dartmouth College — at the great Illustration, Comics, and Animation conference masterfully organized by Michael A. Chaney. Judging by the feedback I received at the time, my talk went over quite well — especially the visual presentation with which I illustrated my arguments (and particularly the “wall” of Frankenstein images you’ll see around 6:03, as well as the animated presentation of Marvel Comics’ Frankenstein series from about 12:52 onward).

(Note that a high-resolution video can be found by following the link to YouTube.)

Admittedly, the screencast video presentation is a weird medium. It tends to foreground things that, when presented live, serve as background images — images that are positioned above and behind a human speaker, talking and gesticulating, communicating (at least ideally) with an audience. In the screencast video, that speaker vanishes into the disembodied ether of a voiceover track, at times leaving images (like the title slide here) lingering on screen longer than might seem appropriate. Perhaps I haven’t yet mastered the medium and discovered a way to achieve the elegance we see in video essays, documentaries, and other related media; or perhaps the screencast video is simply doomed to be a forever awkward, weird, transitional, or incomplete medium.

In any case, the form is not everyone’s cup of tea, and an exemplar like this one is certainly pushing the limits at just over 18 minutes long. As a result, I have taken several steps to make sure that the video is as watchable and as useful as possible for anyone who might be interested in the arguments I make about Frankenstein, film, comics, animation, and visual culture. First, at the cosmetic level, I’ve added some music to deflect attention from my voice and to make the video a bit less “dry” than it otherwise might be (see below for music credits). Also, I have chosen to include the full text of the paper here, which you will find below; this way, you can skim, scan, and search, and “try before you buy” if you like, or decide what parts of the video you’d like to watch. Also, I offer a sort of “table of contents” to the video, with approximate times indicated for the various topics discussed:

0:00 — Introduction: Animation as Theme and Medium

1:30 — Animation as Framing Condition for Modern Visual Culture

4:28 — Frankenstein’s Monster as Iconic Emblem of Animation

5:30 — The Early Proliferation of the Monster’s Image

6:03 — The Plurimedial Explosion of Images and the Visual Serialization of the Monster (illustrated by the “wall” of images that many saw as the central visual attraction of the presentation itself)

7:40 — Frankenstein Films, Self-Reflexivity, and Animation

8:53 — Thomas Edison’s Frankenstein (1910)

12:52 — Marvel Comics’ Frankenstein (1973 – 1975)

17:25 — Conclusion

The presentation draws on several previous works, including Chapter 3 of my dissertation (on Edison’s Frankenstein) and an article called “Marvel Comics’ Frankenstein: A Case Study in the Media of Serial Figures” — so be sure to check those out if anything is of interest to you here.

Here is the text of the talk:

Animation as Theme and Medium: Frankenstein and Visual Culture

Shane Denson – Dartmouth College, April 20, 2013

Long marginalized in critical discourses, animation seems to occupy an unprecedented position in our popular and visual cultures today. It has been argued, for instance, that in the age of digital cinema all film becomes animated film as photographic images’ indexical relations to the world are severed by processes of digital rendering. And not only film: comics, too, seem to be caught in the tractor beam of animation – partly as a result of general convergence trajectories and partly as a result of specific transmedia franchising efforts that place ever more superheroes in sleek new CGI outfits. Simultaneously, comics proper migrate from paper to digital formats and devices, bringing with them animation processes as elements of images and of presentation formats (like the “guided view” function on iPhone apps, which animate the transition from panel to panel). But if it’s true that the boundaries between animation and other forms of visual media have become problematic in the digital age, I want to suggest that this is not entirely new. My aim is therefore to open up a sort of media archaeological perspective that will allow us to look at animation as both a theme and a medium that plays a significant if non-obvious role throughout the modern era. Drawing on retellings of Frankenstein in film and comics, I argue that the tale’s serial proliferation reveals a hidden backstory to our current situation, one in which animation can be seen as the very framing condition for much of our modern popular visual culture.

By emphasizing modernity and popularity, the visual culture I’m talking about is connected explicitly to industrialization, which coincided with the institution of a conceptual wedge between art and technology – i.e. between the fine arts and the applied arts – such that aesthetic experience was figured as “disinterested” and opposed to the realms of practical technology and commercial culture. And out of the industrial-era reorganizations within the broad realm of technē flow a variety of fears and fantasies of technical animation (embodied in automata like the Mechanical Turk, and in narratives such as E.T.A. Hoffmann’s “Der Sandmann” and Mary Shelley’s Frankenstein). Such thematic concerns with “animation” – or the giving of life to inanimate matter – would have a lasting impact on (popular/visual) culture as the arts became increasingly technical, industrial, reproducible, and (in more senses than one) serialized; from Metropolis to Blade Runner and beyond, the dream of artificial life has been a staple of science-fiction film. But beyond the thematic level, a medial aspect or determination of “animation” is also involved: not only was the technical infrastructure of steam-driven printing presses, automata, and pre-cinematic devices uncanny in its liveliness and activity; also, at the dawn of the industrial age, the fine arts were framed in such a way as to marginalize animation as a possible medium. Lessing’s famous division of temporal and spatial arts (with poetry, drama, and narrative on the one side, sculpture, painting, and image on the other) preemptively banished a range of popular forms from the domain of serious art. But against these injunctions of aesthetic purity, post-industrial visual culture is characterized by a preponderance of images that spring to life as they are set in motion and animated by mechanical means. Film and comics, most centrally, would blur the boundaries between the static image and the temporal flow of narration. Generally and conceptually speaking, if not narrowly and technically, “animation” names these media’s affront to the division of the arts – their violation both of the division between temporal and spatial arts and of their separation from the merely technical and commercial domain of modern popular culture. This is another way of saying that animation, broadly conceived, is a sort of framing condition for modern visual culture, which can be seen in constant struggle with the image granted life or set in motion, alternately advancing toward and retreating from the conceptual and technological threat of visual kinesis that aesthetics as such was born in order to contain.

Seen in this way, modern visual culture’s ambivalent relation to animation is not altogether different from Frankenstein’s initial fascination with and sudden repulsion by the creature he brought to life. And it is the creature, of course, who provides the iconic emblem of animation as a monstrous threat. I want to argue that this image embodies both the thematic and the medial aspects of animation that I’ve been discussing, and it self-reflexively probes animation’s role in a visual culture that is both technological and remarkably autonomous in its ability to multiply images across various channels or media. Exhibiting a promiscuous, plurimedial sort of seriality, the monster’s image – as an image of animation – presents a special case for thinking the dynamic intermedial networks that constitute our visual culture. Cinema gives us the “classic” version of the monster’s image, but the figure’s visual proliferation has a serial history that predates the cinema and lives on in other forms as well. At the center of visual interest is the creation scene, which Shelley’s novel of 1818 treats only in a very cursory manner, but which gives rise immediately to a growing number of theatrical adaptations. Shelley herself saw a performance of Richard Brinsley Peake’s 1823 play Presumption; or the Fate of Frankenstein, and thus witnessed her tale escaping her authorial control much as the story’s monster had escaped its creator’s, prompting her famously in the introduction to the 1831 edition of her book to “bid [her] hideous progeny go forth and prosper.” The image on the frontispiece of the 1831 edition thus entered into a stream of visual images proliferating on theater stages, in political cartoons, and later in film, comics, and other media. Taken together, these images are not, I suggest, just illustrations of a story but themselves enactments of a media-technical interrogation of modern processes of animation and the self-replicating action of our visual culture. Essential to this view is a conception of the monster not so much as a developed character but as a flat, serialized figure that has escaped the novel and acquired a life of its own. As such, the monster is marked materially by a form of seriality that is intimately tied to the serial production processes of industrial culture and, more specifically, to the sequentiality and reproducibility of images in modern visual media such as film and comics. Appearing again and again in various media, the monster becomes what I call a serial figure, existing not within a series but in fact as a series – as the expanding set of stagings or instantiations across media. The monster thus evolves not within a uniform diegetic space, but between or across such spaces of narration and visualization. As a serial figure, the monster leads a sort of surplus existence outside of any one given telling, thus placing it in a perfect position to reflect on the manner – and the media – of its repeated stagings. Specifically, it explores modern visual culture’s challenge to the inert spatial image, its tendency to transgress the injunction against animation. The familiar cry – “It’s alive!” – thus refers as much to the media of sequential and temporal images as it does to the creature they depict.

Let’s start with Frankenstein films. There’s a sense in which it’s tempting to see film itself as a sort of Frankensteinian technology. Like Frankenstein selecting parts from corpses and infusing life into a composite body, filmmakers utilize the technical means of film to (re)animate the “dead” (or photographically preserved) traces of living organisms (actors) into new visual narrative compositions. In his discussion of Frankenstein films, William Nestrick writes: “The film is the animation of the machine, a continuous life created by the persistence of vision in combination with a machine casting light through individual photographs flashed separately upon the screen. Since ‘life’ in film is movement, the word that bridges the worlds of film and man is ‘animation’ – the basic principle by which motion is imparted to the picture” (294-95). It will be objected, however, that this invitingly simple analogy is too general in its scope; it overlooks historically specific transformations in the way such “animation” has been staged. Luckily, the long history of Frankenstein adaptations amply documents such changes and makes up for the missing nuance.

Take, for instance, Thomas Edison’s Frankenstein from 1910, which stands between the early, image-technology oriented “cinema of attractions” and the coming narrative-oriented classical Hollywood style that would take shape around 1917. In 1910, the medium was in transition, torn between lowbrow technological spectacle and an uncertain reorientation along the lines of the respectable theater. Accordingly, advertising for the film emphasized both the “photographic marvel” of the creation sequence and the story’s origin in “Mrs. Shelley’s […] work of art.” The film aimed to be both visual and technological spectacle and narrative high culture. And this multiple address relates directly to the uncertain significance of “animation” at this historical juncture.

The creation sequence’s so-called “marvel” consists of footage of a burning mannequin projected in reverse – a bit of cinematic magic that, in the context of early film, served to exhibit cinematic technology by focusing attention on the filmic images themselves rather than the objects they depict. Frankenstein’s reactions here channel the scopophilic pleasure of a “primitive” viewer, for whom he stands in as a proxy. Importantly, “animation” here is a self-reflexive topos which links the monster’s creation with the term “animated photography,” still common in 1910 as a description of film in general.

However, the final showdown ambivalently signals a change of course towards narrative integration. The Edison Company claims that the scene communicates the story’s moral that love conquers all. But since the monster was identified with filmic technology in the creation sequence, Frankenstein’s battle with the monster is also with the medium of film as an animating technology, especially since trick effects are essential to the staging of the conflict. The film’s narrative closure is therefore mixed with a self-reflexive countercurrent. The mirror functions here like the projection surface of the cinema screen. The similarity is not merely abstract but in fact visually perceptible due to the scene’s technical means of production: the images in the mirror are themselves flickering filmic images. The result is a film within the film, and Frankenstein is again a film viewer. His battle with the monster is a battle with the images and especially with the “primitive” type of reception that he exemplified in the creation sequence. But this time he is reformed, and instead of staring at the medial surface, he now acquires the ability to look through rather than at the mirror. So Frankenstein is finally in a position to devote his attentions to the reality of his environment – which means, for us, to the world of the diegesis.

In the context of the cinema’s transitional phase, the film’s narrative development is linked to a larger, non-diegetic narrative of filmic development: Frankenstein’s psychological maturation, which is consummated in the mirror scene, allegorizes a historical-normative process of cinematic maturation and of spectatorial progress towards a proto-classical relation to film. And significantly, this transitional trajectory coincided with the historical differentiation of film, or “animated photography,” according to which animation in the narrower sense came to be distinguished from, and subordinated to, a more respectable form of live-action filmmaking that favored drama and characterization over novelty gags and trick-film effects. The monster, a literal product of animation, charts this differentiation at the same moment people like Winsor McCay were popularizing techniques of animation in its narrower sense. Thus, the monster embodies the technology of the animated spectacle, and his marginalization reflexively indicates the framing function of animation in film and visual culture more generally, reminding us that live-action cinema is animation too, but in a normalized or naturalized form.

Now I want to jump ahead to a comic-book appropriation that offers a somewhat different perspective on animation as theme and medium owing to its reflexive engagement with the formal properties of graphic narrative. Here the monster is recalibrated for an interrogation of the specific means by which comics animate their tales – that is, the means by which discrete images both remain discrete and are subject to combinatory reframings that bring a graphic story to life. Marvel’s series The Monster of Frankenstein (later retitled The Frankenstein Monster) ran for 18 issues from January 1973 to September 1975. The first four issues retell the tale of Shelley’s novel, and they reproduce its nested frame structure: the monster’s own tale is at the center, embedded in Frankenstein’s account of events, which he recounts to the Arctic explorer Captain Walton while aboard his ship; Walton, in turn, records everything and passes it along in the form of letters to his sister back home, and these letters make up the novel Frankenstein. Now the Marvel series, in its re-telling, ingeniously adds an additional frame: Walton IV, the great-grandson of the novel’s captain, narrates the outermost tale, set a full century after the novel, thus laying the ground for the story’s continuation into the twentieth century from issue #5 onward.

With an eye to the monster’s place in visual culture more generally, what interests me above all about this is the way that these various framings and reframings are navigated visually, and the role that the technically animated creature plays in the process. Issue #2 features several exemplary moments that I’d like to focus on. The monster’s tale is prefaced visually with a close-up of the monster’s face, which functions as a gateway or border between external and internal narrative frames (between the cave setting in which the monster relates his tale to Frankenstein and the innermost frame of the related tale) (6, panel 5). The creature tells how he came to his senses, how he observed a blind man and his family, learned their language, and was eventually driven from human society. Finally, his narrative closes with a close-up of the creature’s yellow eye in a wavy-bordered panel that exists liminally between one narrative frame and another (18, panel 3): Spatially attached both to the (self-narrated) monster persecuted by a mob of angry villagers and to the (narrating) monster in the mountain cave, the eye stands between and links the two temporal frames of narration. From this intermediate position, the monster’s eye mirrors the reader’s eye as well, the eye that moves from one graphic frame or panel to the next in the temporal process of reading. Emerging from the page in close-up and protruding from the narrated world to enter the space of the reader, this eye is medially self-reflexive in a strong sense: it directs attention towards the processes of medial construction at the same time that it serves a constructive medial purpose, viz. the transition from one visual and narrative frame to another. And something similar is staged several pages later. Having discovered the corpse of his friend Clerval, the traumatized Frankenstein is arrested for murder, and his face is foregrounded with a blank eye staring at—or through—the reader in a panel that transitions back to the outermost narrative frame, aboard Walton IV’s ship in 1898 (25, panel 4), which suddenly rams an iceberg and begins to sink, bringing issue #2 to a cliffhanger close.

At the outset of the next issue, sailors scramble into lifeboats in the belief that the monster, thrown overboard in the crash, is dead. But when the monster, whose hand juts ominously out of the water, boards their boat and begins wreaking havoc, one of the sailors exclaims, “God help us! It’s still alive!” (3)—an intensification of the standard line in Frankenstein films, fully self-aware of its seriality. Sparing the captain, his cabin-boy, and his guide, the monster rows them to firm ice. There, the monster insists: “The story, man! You must tell me the rest of the story!” (5). Then, with his back turned, Walton IV prepares to continue the narrative, while the monster’s face, set in profile, literally replaces the gutter between two panels and forms the border between two spatiotemporal frames as well: the “here and now” that he shares with Walton IV and the “there and then” of Walton’s story (6, panels 1 and 2). Once again, the monster’s face and eyes mediate the threshold between narrative frames, between temporal settings, and between the act and the content of mediation.

In conclusion, then, Frankenstein’s monster functions variously, as we have seen in these examples from film and comics, to envision the dynamic workings of modern visual culture. The creature doubles with the medium in order to envision visuality itself in its modern, highly kinetic forms. It gives visible form, in other words, to the invisible framing condition of animation, exposing the mechanisms by which static images routinely transgress their spatial borders and assert a temporal dimension, and exploring the role of mediating technologies in the serialized proliferations of images that animate the modern visual landscape.

Finally, here are the music credits for the video (all songs licensed with Creative Commons licenses and made available via dig.ccmixter.org):

1. Creative Commons License Constructions normales (Je ne suis pas un remix) by vo1k1 is licensed under a Noncommercial Sampling Plus (the song begins at 0:00 in the video);

2. Creative Commons License Sawmill by Gurdonark is licensed under a Attribution (3.0) (beginning ca. 4:04);

3.Creative Commons License pling by jaspertine is licensed under a Attribution Noncommercial (3.0) (beginning ca. 7:03);

4. Creative Commons License Yiourgh by DoKashiteru is licensed under a Sampling Plus (beginning ca. 12:18);

5. Creative Commons License Prism in the Ether by Fireproof_Babies is licensed under a Attribution Noncommercial (3.0) (beginning ca. 16:17).

Imagining Media Archaeology

Parikka_What-is-media-archaeology

On Wednesday, June 5, 2013 (at 6:00 pm in room 608 in the Conti-Hochhaus), the Film & TV Reading Group will meet to discuss two texts relevant to the larger theme of “Imagining Media Archaeology” (part of a semester-long series of events detailed here). The texts are:

1) Jussi Parikka, “Imaginary Media: Mapping Weird Objects.” In:What Is Media Archaeology? Hoboken: John Wiley & Sons, 2012. 41-62.

2) Wanda Strauven, “The Observer’s Dilemma: To Touch or Not to Touch?” In: Media Archaeology: Approaches, Applications, and Implications. Eds. Erkki Huhtamo and Jussi Parikka. Berkeley: U of California P, 2011. 148-163.

In case you missed it: both Jussi Parikka and Wanda Strauven will be keynote speakers at our symposium “Imagining Media Change,” which will be held on June 13, 2013 — for more info, check here and here.

As for the Film & TV Reading Group: we are always happy to welcome new participants to our informal discussion group! For more information, please contact Felix Brinker.

Forbidden Planet (1956): Film Series on “Imagining Media Change” — Screening #2

forbidden_planet

On May 15, 2013 (6:00 pm in room 615, Conti-Hochhaus), the Initiative for Interdisciplinary Media Research is proud to present Forbidden Planet (1956), the second installment in this semester’s series of film screenings, “Imagining Media Change.” (See here for a flyer with more details about our film series and related events, and here for a description of the symposium that forms the conceptual centerpiece.)

As a space-age re-imagining of Shakespeare’s The Tempest, complete with the first fully electronic soundtrack in a feature-legth film, Forbidden Planet challenges us to re-think the discursive and material trajectories according to which histories of film and media change are negotiated in popular culture.

Incidentally, Catherine Grant from the excellent blog Film Studies for Free has assembled a great set of links to open-access and freely available articles about Forbidden Planet, which you can find here.

As usual, our screening is free and open to all, so please spread the word to anyone who might be interested in joining us.

Techno-Phenomenology, Medium as Interface, and the Metaphysics of Change

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On June 17, 2013, I will be presenting a paper at the conference “Conditions of Mediation: Phenomenological Approaches to Media, Technology and Communication” at Birkbeck, University of London. There’s a diverse and interesting group of keynote speakers, including David Berry, Nick Couldry, Graham Harman, Shaun Moores, Lisa Parks, and Paddy Scannell, and a list of other presenters — among whom I am proud to be counted — has also gone online now.

Below is the abstract for my modest contribution:

Techno-Phenomenology, Medium as Interface, and the Metaphysics of Change

Shane Denson, Leibniz Universität Hannover

Walter Benjamin famously argued that the emergence of modern media of technical reproducibility (photography, film) corresponded to sweeping changes in the organization of what he calls the “medium” of sense perception. To a skeptic like film scholar David Bordwell, Benjamin’s “modernity thesis” (along with Tom Gunning’s related arguments about the “culture of shock”) is pure hyperbole, for cognitive structures are subject to the slow processes of biological evolution while impervious to rapid technological change. The debate has tended to reach impasses over questions of the causal agencies and effects of media change—e.g. whether they concern the broad cultural domain of discourse and signification or the “hard-wiring” of the brain itself. In this presentation, I argue that a “techno-phenomenological” approach—which (following cues from Heidegger, Merleau-Ponty, and Don Ihde, among others) focuses on the embodied interfaces in which human intentionalities are variously mediated by technologies—enables us to see media change as involving experiential transformations that are at once robustly material, and hence not restricted to cultural or psycho-semiotic domains, while still compatible with the long durations of biological evolution. An “anthropotechnical interface,” based in proprioceptive and visceral sensibilities, will be shown to constitute the primary site of media change.